Beginner guild - A guild consisting of 11 to 19 members, often not qualified to take on quests bigger than advanced due to many small guilds being beginner guilds for those who wish to gain adventuring experience and rise through the levels at their own pace. (Often only housing novice, beginner ranks of Adventurer)
Intermediate guild - A guild consisting of 20 to 49 members, they have some variety of guild members in them, often times some members are merchants, blacksmiths, scouts, healers or support. Often only allowed to take up to Lite master quests. (Only housing Intermediate, Advanced and master lite ranks)
Master guild - Often the most popular guilds, they consist of 50 to 100+ members, however every year these guilds must register for a ranking tournament as there aren't too many of these guilds and their ranks need to be determined as it determines the caliber of their members and the variety of their members skills. They often have multiple Merchants, blacksmiths, scouts, healers, support, A quest giver and logger and a guild master and co leader. (They can accept all levels of adventurer, however they will not accept certain levels of adventurer such as beginner and novice as most of the quests they get are far too dangerous for them.)
Base party - A group of four adventurers on a lighter quest, often times sent out to complete smaller quests (Commonly found in beginner guilds at higher levels)
Scout party - A group consisting of 2-6 scouts to scout out a certain area and report back to the guild (Found in all guilds commonly, less common in beginner guilds)
Medium sized party - A group of 6-12 members on a quest (Starting at intermediate guilds)
Dungeon party - A group of 4-20 members often used to clear out dungeons for boss hunting parties (Found only in intermediate and Master guilds)
Boss hunting party - A group of often 12-24+ members to take on a dungeon boss (common in intermediate and master leveled guilds)
Scavenger party - consists of 2-12 members, they are used for resource gathering and to help the guild gear up before a dungeon or boss raid. They are common in master level guilds and rare in intermediate leveled guilds.
Unranked - You have not yet began your journey as an adventurer (Most non-adventurers are at this rank)
Novice - You have taken the first steps to becoming an adventurer! (You are only allowed to accept novice Level quests as a solo, you can go on higher leveled quests, up to advanced quests with party members of higher ranks.)
Beginner - You can accept novice and beginner level quests solo and up to Advanced quests with a party, Requirements to level up: You must be level 3 or higher, have 7 novice quests and 3 beginner level quests successfully cleared.
Intermediate - You can only accept lower leveled quests and up to a advanced level quest with a party. Requirements to level up: You must be level 5 or higher, successfully cleared 10 novice quests, 6 beginner level ones and 5 Intermediate level quests. You are where most adventurers end their rank up at.
Advanced - You can accept all levels of quests lower than this level you can go solo on all of them as well, you can go on certain master-lite or Knight leveled quests with at least one high ranked adventurer in your party. Requirements to level up: You must be level 10, successfully cleared at least 10 of each lower leveled quests and experience at least one master lite quest with a party.
Master lite - You can take on all lower leveled quests without a party, you are able to take lower-leveled adventurers on quests and you can take on any level of quest. Mastery quests require you to have at least a True master leveled adventurer. Requirements to level up: You must be higher than level 11, successfully cleared 25 of each lower level of mission and clear 10 Master-lite quests, cleared a dungeon, have experienced a dungeon boss and pass the true master entry test with a score of at least 900 out of 1000. This is often where most powerful adventurer's are ranked.
Knight - This is a level exclusive to those who have chosen the knight path and has the same requirements as master lite
True masters - You can take on any quest solo, you are able to take any adventurer into most levels of quest based on their level of experience and their rank. Requirements for this rank: You must be higher than level 15, cleared 100 total quests, have cleared at least 5 quests of every type and helped lower ranked adventurer's through at least 10 quests and you have to pass the true mastery test with a score of 950. This is where most of the legendary monster gals are the most powerful ones are here
Teacher (Guild master rank) - Not all guild masters have this rank but most have this rank, you are required to have this rank if you wish to become a master of a Master leveled guild. Requirements for this rank: Level 15+, cleared 25 of each type of quest, cleared a total of 1,000 quests, helped lower leveled adventurers though 50 quests, have extensive knowledge of everything related to adventuring and pass the true mastery test with a perfect score and clear the expert version of the true mastery test.
Novice quests - Hunt is the only quest that Novices can access.
Beginner quests - Gather and Scavenge quests are ones you gain access to at this level.
Intermediate quests - Research, capture, and Intermediate test are the quests you gain access to at this level.
Advanced quests - Survival, Bounty, Escort and Master lite test are the quests you gain access to at this level.
Master lite/ Knight quests - Dungeon and the true master test. These are the quests you gain access to at this level.
True master quests - Area defense, Dragon slaying quests are the ones you gain access to at this level.
Guild master quests - They can take on all quest levels, however they are barred from taking long term quests due to the guild needing the master there to run it.
Solo quests - Scavenge, hunt, Capture, Gather, Research, Survival, Bounty, Escort. Are all the quests that can be taken on solo, based on the specifics of the quest)
There are some quests that ALL levels of adventurer CAN take on (But some of the lower leveled ones such as Novice or Beginners may be recommended not to take on said quest): They can all take on Scavenge, Training, boss and all of the tests (It is however not recommended to take on the tests if you are not the same level as them)
Scavenge - A Novice leveled quest it can be any level but often times novices will take on these quests to gain skills such as hunting, hand-eye coordination and observation skills. These are often quests that anyone can go on even those who are not adventurers, sometimes there is a higher leveled adventurer brought in to protect in the case of the quest being in a dungeon or such.
Hunt - Often beginner quests, they are hunting certain species (Such as slimes, frogs, slugs, worms and such they are more monster like and bigger than normal) Often times these are used to test beginner adventures and see their weaknesses and strengths. Sometimes higher leveled adventurer's will come to watch over the novices and even a guild master may oversee them.
Capture - A quest to capture some sort of creature or person It can be given to anyone from intermediate and up based on what they are capturing or who.
Bounty - Often these are only given to the larger guilds and can be accepted by Advanced to true masters (They can not be accepted by knights or Guild masters) Often times they will have to hunt down a target this is a quest that can take many days up to a few weeks depending on the target.
Gather - Similar to Scavenge quests but they are a little more advanced and often require multiple and sometimes hundreds of items, these are often quests from blacksmiths, Shop owners, potion brewers, clothing makers and etc.
Defense area - Only given to Master lite up to True master's due to the unpredictable attacking force. It is often to protect a smaller city, village, cleared dungeon or area from falling under the control of an invasive force. Often times being powerful slimes, frogs, slugs, worms and such but sometimes it can be other guilds depending on the area.
Escort - Often only given to knights but it can be given to others like Advanced and above, (With an exception of Guild masters) This is because escort quests can also be up to a few day or a week or two based on the distance and where you are going.
Dungeon - These are quests for Master-lite and only can be taken on in parties, of 12 or more party members due to the size of many dungeons. It is also vial to a guild to maintain control over a dungeon due to the unique properties they have. Often times dungeons will magically "reset" themselves after a day or so and will refresh with new loot and enemies.
Boss - Boss fighting quests, these are quests to fight dungeon bosses often taken on in larger parties that are equipped to take on a boss. They are available to Master-lite and higher
Dragon slaying- A quest only given out to true Masters or Guild masters due to how dangerous dragons are. Often times able to wipe out entire guilds which is why only the aggressive dragons are hunted down and slain (Often times granting the party with tons of gear and loot to make their own armor sets and gear)
Research - Similar to an escort mission, often times you will be required to take one of these missions on as you can start taking them on as an Intermediate class, they are often escorting a researcher into more dangerous areas like a dungeon or deep cave or forest. (These quests are often very profitable due to the gold you can get from them)
Survival - A simulated quest that tests your survival skills in a multitude of different areas even some hypothetical and weird areas to test your instincts, this test is often required to pass onto the Beginner level or an entry exam by a intermediate or big guild to test your skills.
Training - A simulated quest to hone your skills and train in any type of environment that you may need or want to. Often you need to log a certain amount of hours trained depending on your rank, guild and level.
Intermediate test - A basic survival test in the woods, you have to survive for anywhere from a night to a week in a simulated forest filled with dangers and preds. You can try this test over and over but you have to pass with at least a 50% score to be allowed to move on. Your level and rank will determine the amount of time you spend in the simulation (Luckily you aren't actually spending a week in the simulation, they are special simulations to test you and they distort your perception of time so it will be like a week for you but time passes much faster in the simulation than it does in the real world.) You are allowed to bring your items and possibly a guild member or two of the same rank or one or two higher. (But It can affect your score)
Advanced test - A more advanced simulated quest that makes you take on some of the quests that are offered at this level but you have a time limit of one day per quest you have to complete Capture, Bounty, Escort to even pass the test, you can take on harder versions of them that will give you 12 hours then 6 hours to complete them. Which are recommended to do to increase your score. You have 5 days to gather up enough score to pass the exam. (Simulation time)
Master lite test - A test of your mastery of all of the quests you must at least complete Scavenge, hunt, Capture, Gather, Research, Survival, Bounty, Escort, Area defense all flawlessly while demonstrating your mastery over each of the quests. You have 2 weeks to complete this exam (Simulation time)
True master test - In order to pass this test you must not only complete these quests flawlessly without losing a member of your team: Scavenge, hunt, Capture, Gather, Dungeon, Research, Survival, Bounty, Escort, Area defense, Dragon slaying. But you also must complete every single other test before this one and you have to ger perfect scores on all of the past tests in order to pass.
Guild master test - A comprehensive test, you must complete a written portion of the test within 3 hours and it contains the knowledge of every item, creature, weapon, spell and the counters for every magic type along with all of the resistances and weaknesses of each magical affinity. You MUST pass the written test with a perfect score in order to move onto the simulation part. Which is Completing Every. Single. Simulation and test within one week, you are allowed to make some mistakes in each of the levels of test but can not fall below the set score thresholds for the previous test. Once you finish this you are now officially a guild master.
You must be somewhat detailed & literate (more than just a few lines.) It cannot end in a perma for Colette or any of my other OCs (if you wish to perma your muse… we can discuss that) It cannot be something that is in my limits list
It can be medical stuff, exploring, research, a long adventure, protecting something. All I ask is that it does not go against my limits, and we will be fine! You must be willing to take lead and describe the scenery, unless it is in my world then I would be willing to take lead and describe the scenery.
It can be long term or short, depending on your preference and or how many ideas you posted. You can tag me on the TL if I have agreed to do it with you. It can also include more people/characters if you wish (just will have to run it by me)
If you are playing multiple characters, you are responsible for what they do as well! You are allowed to write multiple responses for multiple characters if you wish! You are allowed to put a description of your muse/character when suggesting the idea (if you wish and would be very helpful!)
I may ask to do it in DMs if it is more of a darker quest with some darker kinks. All kinks and activities must be planned out before starting! (So, I know what we are doing!)
Any and all of my kinks are on the table to be used. Make sure to view my Kinks list if you wish and with that all said make sure to have some fun and I hope to get many RP suggestions!